Taking away control in a realistic game.. so fun

cut scene for harvesting nettle… BAAAAAD, 2.5mil and i get a repetitive unskipable close up of this guys junk, thanks!

hope this stuff isnt in the first 5 mins of your finished game

solution : first person camera view is free as actor performs harvest animation, rotating the head ect.
walking away from harvest action cancels it or produces material fragments, queing angry mutterings vocals

i wont even get into how disappointing dialog scenes are, i really hope you come up with another solution completely that doesnt require all the camera switching and endless clicking through dialog so you can leave the sick guy with diarrhea in peace.

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It seems like you’ve backed a wrong game. Like you would prefer an RPG where Henry would run around shooting an RPG. Maybe a few Panzerfausts instead of the dialogs could make the game more interesting for you?

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Welcome to the forums fresh meat!

I have to agree, I would prefer not to see any camera changes for dialogue or any other interaction with the environment its something that breaks the deep First person immersion I get doing anything else.

BTW the crap camera angles are a work in progress this is still alpha after all.

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Well, technically there is Tech-Alpha… :stuck_out_tongue:

I agree to that solutions in some cases.
Best Example is Coal but you have to understand the system of specified meshes like the Nettle. I think Nettles using an other dynamic respawn system as the Thistle.
And in the moment where the camera switch to another angle,
the Nettle mesh will be removed. For Thistle and other like the coal it isn’t necessary
But what you thinking what it looks like when this camera is missing?
You will see how a large mesh abruptly disappears.
There must be distinguished from dynamic objects to items.

I agree that picking herbs takes a long time, one might play the animation once and make the nettles “magically vanish into inventory” afterwards.

I recommend reading the notes on this site: what you get to play at this moment is a tech-demo of the game showing mechanisms as they get implemented, and therefore not the “first five minutes”. The deal has always been that as a backer you get a look into developers’ kitchen, more than you would at a major publisher’s game. The quests seem like placeholders, although I enjoy their awkward humour. The dialogues are already improved from v0.1, let’s hope there is more progress soon.

It’s an alpha so… You can’t expect everything in a game that’s being released a year from now.
But I do like the dialogue scenes it’s fun to know my character is talking unlike Skyrim.

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I am backing the right game, it is beautiful and immersive but as soon as i interact with something i am pulled out of that immersion for a third person view of my own crotch. so ofc i must give feedback on this x)

dialog scenes could easily take “soft” control of your first person view, if you aren’t pressing the keys to get away it could make you nod at the conversation and look around at other things of interest while your listening, even having thoughts and speaking to yourself in your mind, maybe you gut sense is telling you to get out of there but you stay. when they are done talking and waiting a response, you have the options there or you can just walk away, they will say hey where are you going or something as you do because you aren’t in some paused dialog menu that’s forcing you to take a fork in the road , a system that flowed as such could bring many more possibilities to events and how things go down. how people react to your very presence or the fact you dont reply and just walk away. and the next time you see them they might be angry you did that.

im simply trying to share my experience with the devs of the first 5 minutes of my game i loaded in a beautiful immersive world, i ran to the town and talked to the guy in need of some serious meds then i picked a nettle, and those last 2 things removed me from the game so much i came straight here. hopefully to spark something x)

even if there is voice and really fancy camera tweaking in the back and forth dialog, i don’t feel that will be good enough for KC:D it should have something much more organic subtle and ingenious, something that can tell a story without pulling you out of first person to do it and taking away your control, I should not be afraid to interact with the world and the people because its going to make me click through a bunch of dialog in static camera angles that remove me from my immersion when it should be full of movement and life and freedom

at any rate the game is awesome already, and i will continue to enjoy it and learn from it in the alpha state and when its finished =P

and in the meantime i subscribed to cry-engine to see if i can produce a tech demo of how this free roaming dialog and interaction system would work, that would keep all the dialog in place but remove the need to take control away from you and enhance the behavior of the AI to respond to your actions over time

you guys have put all the small things into the graphics and the world but not yet in how you interact with it, and i hope that does happen

anyways back to exploring more of the game =D

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they might have done it because the first person animations aren’t done. object picking up works for other things, and doors can be interacted with. maybe in the future, herbs as well.

however it’s not a game changer at all. there’s going to be moments where you have no control. dialog scenes and cutscenes.

also, when picking herb, you have no other control anyway, it’s just a camera angle change so your argument is still stupid and wrong, op.

I haven’t played in length, but what if an enemy happens by or some other event while your character is stuck in these animations cut scenes? Just a question I had for this conversation. For example in Skyrim if an enemy happens by or an event, you will still b able to see the even or break to interact.

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